Hank J. Wimbleton

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Everything posted by Hank J. Wimbleton

  1. Every time there is a sale for Dying Light there is a massive influx of new players, and somehow they are being paired against Ultimate Survivors, or against players who have played for a very long time. This shouldn't happen. A Runner should not be up against an Ultimate Survivor ever. This cause demoralization, and sways people away from the game. Please fix this Matching so that players are actually matched according to skill. Also can some one from Techland, or in these forums thoroughly explain how the matchmaking system works? I'm just in shock and awe that I am constantly fighting against new players that the Quickplay option seems to think its okay.
  2. Even I somewhat agree with you here. I thought that this patch at first was a good game changer to balance things out. As time went on however many of us realized that some things in this patch were too much, and did kind of went off negatively in what I said. I can understand if someone dislikes this patch, but at least have some decency to actually explain with details as to why its unbalanced rather than the obligatory, biased "HUNTER/HUMAN OP PLZ NERF, THIS SUCKS" stuff which barely outlines any reasons to their argument. In the case of this thread, this person is willing to use a game breaking patch in order to bypass the current version to their own liking. Now I don't care if someone cheats in single-player, I don't care if someone wants to do this glitch in single-player, I don't care if someone download mods, scripts, or use an auto-crossbow in single-player. I do care when all of this is being used for PVP/BTZ. When you play with this kind of stuff by yourself, or with friends than that's fine. In single-player you can do anything as you please, but when you take all the cheats, glitches, and scripted items to Multiplayer it creates an unbalanced and unfair playing field.. Its not fair that many players who played from the very beginning up to the current version get the short of the stick when some random cheater joins in, and screws them over, and the next one over. Its not fair that people use glitches that have next to no counter for an easy, and unfair win. Many of us care about this game, and to see it succeed even further, but when we see stuff like this it makes the game look very bad. I can understand if someone has no desire to become the god of Dying Light, and just want to play, and have fun. That is fine. I even like your idea of setting custom settings so that people can play with whatever they like as it adds more diversity, and fun similar to Super Smash Bros. where people can play with Fox only, no items, Final Destination, or play with items, and mess around. However, you can't say that bringing a cheat engine, or scripted items to the areas of Multiplayer is fair for "their experience" cause its not. This player right here, despite his frustrations, is choosing the cheap route, and glitch the game to his liking. Yes lets all go back to Day One of The Following where Semi-auto shotguns can 3 shot a Hunter at an insane range, and where we can one shot nests. Lets go back to having the Shield glitch where it deflects stuck spits, and tackle hits like a melee weapon. Let us all have to run cheat engines to run super fast and avoid Hunter spits. This isn't the way to fix things. Instead what this person should've done is discussed his issues with details as to why he dislikes it like how most of us have been doing in the thread above. In regards to cheating being addressed why don't we as players continue to mention it. It was talked about before, but then was suddenly dropped, and somewhat forgotten as an issue here when it shouldn't be. Bad Blood is going to come, and you can bet that there are going to be cheaters, and we should be voicing our concerns with cheating loudly, and continuously. "The only thing necessary for evil to triumph is for good men to do nothing" This can't be any more true.
  3. Some things I agree with you with, some I don't. It is human instinct to win as that is pretty much the point of any objective based gamemode. So dirty tricks or tactics that are common should be expect and be played around. I'll be honest when this update was up I was happy as its not a curbstomp when a Hunter is a fighting a Human and loses, yet as time went on we then realized how strong of an update this was towards Hunter. It is very unbalanced. Spits are too easy to uses for low skilled players, and the high skilled players know how to abuse them to the point where you can barely do anything about it. The only way to pretty much be a Hunter is playing in a 2v1 so that the effects of 3v1 and 4v1 are not there. 1v1 is a mess because if you're hit by UV Spit its pretty much a guaranteed death with no way to counter. 3v1 and 4v1 is just way to chaotic as they are spits left and right with barely any safe openings to even engage the Hunter, and on top of the fact that he regenerates spits and shield like no tomorrow makes it even more difficult cause he can just heal back up, run away, or lock you place with the animation of pouncing, or tackle. There is a reason spits have only two charges (depending on which you use), these things are very dangerous as losing you UV Light, or having insta kill bombers appear from the from the map, from the ground, or even goddamn, unfairly teleport to you. These spits before were hard to aim, and I'll admit it was rather disappointing to see a new player miss 24/7 and not learn how to aim, or use them; but with the auto-balance mechanic and with this update it makes it that something that is this dangerous is now easy to use for all skill levels of players. We might as well go back to spamming flares again for this kind of chupacabra. The Shield still does work, but its just bad to use in general. It leaves you open for tackles, GPs, and pounces since the shield can't block them; even if someone manages to block the spit they have to wait out its animation which leaves you unable to do anything (i.e. switch weapons, equipment, move around, etc). Some people are don't have that much experience, and are of course whining, but there are others here who have spent the time and effort into this game which we enjoy, and put our opinions not for whining, but to help make this game balance overall. Stats are also important because it allows us to see many variables with this game. Unfortunately we have no way to see who does what with anything, only Techland knows. I think this video helps alot with this stuff, and it is a different game, but the same concept should apply:
  4. After playing many games even I'm starting to believe that this is a bit too much. Inexperienced/new Hunters get way too much leeway with the new spit mechanics which encourages spam, little effort, and little thought. Combine that with the Auto-Balance, which is still broken and unfair, makes it even more tedious to fight a Hunter. Here is a scenario when fighting a new/inexperienced Hunter: Hunter engages; realizes he can't pounce easily; starts spitting and misses ALOT; runs away to recharge; then proceeds to either wait for spits or attack in utter failure; after the human kills the first or second nest auto-balance kicks in and gives Hunter too much forgiveness as he can now spam spits to his hearts content with, again little effort and little thought; which leads to a very tedious and frustrating stalling match where all he needs to do is spit and run for the next 10-15 minutes in a match. All the while he gets to run away freely with no consequence, and even if you do kill him if the Survivor has a spit on him it will last on him when the Hunter respawns and engages the Survivor again because Auto-Balance is allows him to respawn insanely fast and continue to stall, and the spits effects last way to long. Against an Experienced player however, its a whole different story. Animation abuse to lock players in place with either the UV Shield-Pounce trick or using Tackle making it 100% guaranteed for the spit to land unless his aim is bad, or mis-predicts. The fact narrow places or areas that offer little room to maneuver favor these new spits makes it more difficult as all the Hunter has to do is wait for the right time to engage, or literally use Tendril Sprint to dash around rooftops and fake his engages in order to drain the UV Light. UV Heal also makes it that if you are hit with a UV Spit you're 100% dead with no chance to even toss a flare. Killing him doesn't help either because once he respawns he's already loaded and has that second UV Shield and UV Spit ready if he manages to kill a Survivor. Also I don't know if its just me but I think the spits are recharging way too fast in 1v1 when the Hunter is winning, and that the UV Light seems to drain much faster when using it. Lastly there is some glitch or something involving Ground Pound where even after the auto-aim was patched some Hunters manage to still lock on perfectly. I don't know if its because of this Pre-Patch glitch I keep hearing or something else. One last thing to note is that when hit by a UV Spit and when its effect wears off, the UV Light has a chance to make Survivors start with very little battery which is rather unfair. Now another problem that rises is the fact that before this patch spits were very easy to dodge. Literally anyone can dodge them unless some of the broken techniques from above were used, the Hunter lands a Tackle, has god-like aim, or manages to get a spit to hit in very specific situations. I personally don't know a solution, but it is something to note. If there is one thing I can say its that please REMOVE THE AUTO-BALANCE. Seriously Survivors get a penalty for winning while Hunters get a buff for losing. That is seriously broken and is a horrible incentive. Survivor Scenario: He gets to a nest at the start and it has two broods. Kills them, and then proceeds to have to do longer stuff which somewhat stalls the game, but helps he Hunter. The second a Survivor is winning his next nest will have 3 broods, one or two goons and more zombies to deal with in order to avoid getting grabbed, taking damage, or stunned. This is all on top of a player controlled Hunter. The goons are by far the worst of them because even if you kill them or are about to they suddenly respawn and thus its more work for the Survivor, and its just time waster for Hunter to respawn quicker. In summery, after playing many matches (mostly 1v1) it does feel rather unfair because of how little effort is made to land spits with the use of broken tactics, and leads to Survivors dying easily. The UV Light flickering can be something real big as Hunters can fake their engages to waste battery, and have to save battery the hunter is not within line of sight.
  5. So you're basically going to cheat over a patch that you deem unfair because you're incapable of adapting and finding new ways to play? Well you do you I guess; just shows how much of a "player" you are.
  6. This whole thing just comes off as biased and and ill-informed. The blinking was a rather broken thing way before this patch. It allowed a Survivor to pretty much catch up to a drained Hunter without any consequence whatsoever. DFA was also broken especially in a 4v1 setting because of its height requirements and the fact that its an instant kill move. All it takes is one person to initiate it so a nerf was needed. Spits are rather iffy, but this is a step in the right direction because of how easy it was to dodge them. Basically all you did in this post was just whine and complain with a biased mindset as to why you dislike this update. All you pretty much said was "Wahhh I can't do anything, Hunter OP wahh!!." Wording like this pretty much tells me that you are either inexperienced, haven't taken actual time(and not just one match or a goddamn day) to get used to these changes and figure out new ways to avoid things, or both.
  7. Guess I'll share how I feel about this update. (This is all in a 1v1 perspective) Drop Attack: I loved this move very much as it was satisfying to pull off (especially on cheaters), but it does feel fair now. No longer I can just easily go on top of a van or short roof and pull this off. I actually have to do it in specific areas which is good. UV Light: At first I thought this was going to be very horrible, but instead it feels right. The distance feels very right as I can't just UV a Hunter who is on top of a really high roof. The flicking is okay. The Cooldown is okay as well, but maybe just decrease it a little bit in a 1v1 setting. Spits: I have mixed feelings for these. On one hand its great cause I can still dodge them if I move accordingly, but the Explosion radius and delay means that the UV Shield-UV Spit-Pounce combo is just as effective and can be pretty unfair. The duration of the effects are okay, but for UV Spit it can be pretty harsh at times. Plus I still feel the auto-balance at times making these new spits way too forgiving for new players who do nothing, but spam spits. Overall they are fine for the time being. Survivor Sense: This is just annoying. I mean its fine and I think its a good thing, but it feels annoying to press the Sense button literally 24/7. At least making the Hunter appear for 2 or 3 seconds then poof. Misc: Auto-Balanced still feels unfair. Plus Goons suck. Overall these changes are great. It is a good step in the right direction for Hunter and I really hope more patches, bug fixes, updates etc. happen more in future. Is there going to be any changes to Survivors by any chance James?
  8. This DLC is just very disappointing. Between Content Drop #1 and to now this was the best that can be thought of? Now I am not saying that the inclusion of a suppressor isn't a bad thing, but the final product just...sucks. Just finding ammo for this gun is a severe pain as it's just too rare to find. You'll run out of ammo for these guns before you can even have fun with it. The Bow and Crossbow are better silent killers overall than these guns as ammo isn't something someone should worry about. The design of the suppressor sucks hard. It is a neat idea that its looks like something crafted in order to make a makeshift suppressor, but you can't even accurately aim down with the gun as the size of it blocks most of your view. Please redesign it. Also a craftable Suppressor would be nice as well so that you would have to take either using alot of resource for stealth, or other things. Also why can't other guns have a suppressor to? Why is it just the pistols? Really doesn't make sense, and what kills it even further is the fact during the story Crane does mention a suppressor for the gunsmith mission and this would've a been perfect place to put these blueprints along with the Angle Sword blueprint. There is also a bug that when you find subsonic ammo in police vans, the vans that you found them in no longer give items. https://www.youtube.com/watch?v=AGz1FklPwzk
  9. I guess I'll have a stab at this discussion. Humans Increase: 1: Gun Damage - Guns feels like peashooters when up against a hunter as they deal tiny amounts of damage. It really shouldn't make sense that a revolver should deal 6 damage, or even an assault rifle. Even shotguns at close-to-medium range are terrible. Now I don't want it to become like Call of Duty, or have the Semi-Auto shotgun act like it was when it was first released, but buffing guns to their respective type would be nice. 2:Unused Equipment - Equipment such as the shield lost became unusable after the following dlc came out and patched it. Its more of a hindrance seeing as it leaves you incredibly vulnerable to tackles, ground pounds, and even pounces. You can't even dodge with this thing and it is very easy to manipulate a shield user. Molotovs also suffered the same fate as they were exploitable, but having a huge nerf to where the there is a massive cooldown for each molotov and having it do no damage is not the right way to balance things. All this plus Grenades, all throwing stars and firecrackers, would be nice if they were tweaked to be usable as well. I'm a person that likes variety instead of having to use the same things 24/7. 3: Crossbow - Now I do believe I am biased on this (please call me out), but I think the Crossbow should be buffed and the Impact bolts deal its normal damage from before. Having to shoot a hunter who uses tendril sprint 24/7 is difficult considering its a projectile weapon, and with the Hunter now has it makes it not an ideal weapon to even use against Hunters, and the headshot "bonus" is not even worth it in the long run and should be reverted back to normal. Landing a headshot before meant dealing a massive amount of damage as it took skill hit a tiny hit-box. Now two solutions I had in mind is revert the crossbow back to normal 1/3rd it dealt in 1v1, but anything past 1v1 will decrease its damage. Solution two is have it deal damage depending on how far the bolt has traveled. Lastly to remove the range limit for the bolts. The Crossbow bolts travel to about 50 meters before completely disappearing whereas the Bow travels infinitely and you can still collect the arrows from 300 meters. Decrease/Nerf: 1: Drop Attack - I love this move alot. It is incredibly satisfying to pull off, but even I can admit the BS with this move, and agree with everyone else to increase the range of when this move triggers. I should not be able to sit upon one of the short houses in Slums or even a Van in order to pull this move. That is pretty much it for humans for me. I rarely ever play with people so I can't think of anything else, especially on team fights :/. Hunter (This is mostly from a 1v1 perspective as, again, I rarely play with people as Survivor. I'm just by myself) As it stands I think Hunter is fine as it is and I honestly can't think of nothing to increase except maybe his respawn time. It does feel like a bit long minus the autobalance. As for decreasing I would slightly nerf the range of tackle as there are times where the range gets ridiculous. Things I want Fixed and Added Telebombers - this has been an issue for a very long time and has not been resolved. I do not understand why as it is pretty unfair for something like that to happen as it gives a clear advantage. Also there are times where bombers can climb when it clearly states they can't so a fix for that would be nice. AutoBalance - Everyone here has pretty much said it; its broken and unfair. The respawn times can get ridiculous as just as a Survivor is winning and kills a spawn the Hunter gets back. Spamming spits and uv shields is poor way to influence Night Hunter gameplay as its pretty much "Oh I can spam until I get lucky, and his UV light only cuts my energy to half." Another issue with autobalance is the amount of zombies to deal with. In a 1v1 its too much for one person to have a goon, a bunch of virals, and a Night Hunter to worry about. Goons and virals can stun the Survivors which can lead to unfair kills. Just remove autobalance and the goons. Matchmaking - I don't know if its just me, but I am paired with players who just started the game or are not equal to my rank. There are also times where there is no one to find at all between the thousands of players in the Night Hunter matchmaking. Fixing this would be nice. Remove the Tendril-Claw - I understand that the healing is unfair, but doing this is even more so as it does alot of damage, and makes the player unable to attack at all. https://youtu.be/X3yOEMH4STY?t=840 At this time the Hunter engages two players and manages to tackle one of them, and immediately does a second tackle. That is unfair since there is nothing he can do. From what I know this happens when the Survivor is tackle up against a wall and the Hunter is still in his face. Adding a huge amount of resources to the reward pool would be nice. The limited time rankings should be a permanent thing and added. Something like Overwatch where their ranks continue. Lastly I just have one question. Is it possible for you to issue game bans to cheaters? Many of us here can record and provide screenshots, and have mentioned cheaters before with links to their profiles with screenshot and/or video proof. I would not mind sending information about cheaters, but is the point if they get to roam free without gamebans. Overall thank you James for taking the time to talk with us and listening.
  10. So yeah as the question states should this tactic/glitch, whatever you want to call it return? I've asked some friends of mine since its removable, and playing without it for a while now; and some say it should stayed removed while others say it should be brought back. Now personally I hated this tactic. The fact its a free tackle for just missing pretty much says "I can be an idiot, and just tackle as I please since I know I'll be fine and/or get a free hit." Survivors dodged a tackle and the reward of that is getting hit by another tackle, and its even worse if spikes or high places are involved. Yes there was a way to counter this, especially with another glitch, but people should not be able to counter glitches with more glitches. Also this ability when done near walls is borderline broken as there is literally no way to avoid it at all and thus leads to unfair gameplay, and the fact that it can be done with no energy left. Now an argument that can be made about this is the fact that it stops potential two-handed attacks and DFAs. Before this was discovered it was 90% of time in where a Survivor dodges a tackle they immediately switch totheir Two-Handed weapons for an easy finish due to the insane damage it does. Even if a Hunter were to recover quickly it still had a good chance of ending him early. DFAs are also rather to execute especially in teams where people can just wait on high places and wait for the perfect opportunity. That being said, Pete did mention that if you see people up high you focus those first instead playing to their bait strategy. Of course it is easy for players to switch roles and situations to be changed on the fly that can still lead to DFAs. Of course it all depends. However, I think we can all agree that DFAs can be done pretty much anywhere and the height in order to execute a DFA is rather short. A solution I would bring to the table is allow for Hunters to recover much more quickly from failed Tackles, or nerf Two-Handed weapon damage. Of course an important question that we should ask is "Is this fair?" So what do you all think: Should Instant Tackle be brought back? Should it stay removed forever? Should a different solution or idea be brought to the table?
  11. Another thing that is also on my mind and want to discuss with all of you. I've always felt that guns were always under-powered, and I am pretty sure most of you agree, but to being this under-powered feels.....wrong, if I had to pick a word. The damage it does to Hunter is just incredibly mediocre especially weapons such as the assault rifles, shotguns, and revolvers; and this could be for balancing sake as they are means to be finishers, but even so the guns are just so very weak. When you think of a Revolver you think of a really powerful gun that has devastating power and/or pierces enemies; yet the revolvers in this game act like pea-shooters towards the Hunter along side with the regular pistols. Shotguns, close-ranged weapons that destroy enemies, yet doesn't do a considerable amount of damage to the Hunter even at point-blank. Assault Rifles, reliable and good damage over all, and once more it acts like a pea-shooter. Even SMGs are just pathetic. Now I completely understand that Dying Light focuses mostly on Melee combat, and for its PVP as well, but the guns just do so little damage. When The Following revealed Revolvers I was excited that revolvers are coming, and that it can be used in PVP as well I thought of a weapon that could do a good amount of damage with at the cost of six rounds and slow reloading. Sounds fair. Except the damage is just pathetic. Again I'm not asking for this to become Call of Duty, but maybe some damage buffs with the guns to fit their nature would be nice. The Bow and Crossbow; while I feel the Bow damage wise is alright the Crossbow should deserve the same treatment, but first the bow. The bow is alright again damage wise, but why was the elemental properties removed against the Hunter. It makes no sense. The point of the Electric, and Fire arrows is to deal said Electric and/or Fire damage as well whether or not the initial hit lands and if he is near the Electricity or Fire. The Explosive Arrows are just goddamn mess. If it lands, yay, it deals added damage along with first hit, but the explosions are just messed up. If I were to hit a Hunter the explosion would follow him and not do additional damage along with the explosions, and there times where it doesn't hit him and the three explosions that happen somehow follow him. Second is the fact that when near enemies the thing just goes off right in your face, or when you are aiming down from a rooftop. The Crossbow, as discussed in another thread, I feel is under-powered. Yes Toxic Bolts are back, but what about Impact? Of course it was the mostly used Bolt out of all of them before the nerf, but it doesn't make sense to remove its elemental property (the additional damage) it had. Also the damage the Crossbow does just feels weak. It does 1/4 of damage, but it just feels like it doesn't matter even if a Two-Handed weapon is in play. Also, again the fact aiming at the Hunter's head to deal the original 1/3 of damage is a complete insult. Before the nerf, aiming at the Hunter's head dealt a massive amount of damage or instantly kills a Hunter which took skill considering that the Hunter moves too damn fast for a headshot to land nearly all the time. It was actually rewarding, and if the hunter decided to stand still it was his fault. Now it just doesn't matter with the damage that is set in place now. A problem that arises is the fact that one person can wield up to three crossbows in their Weapon Slots which leads to quick switching between the crossbows to deal stupid amounts of damage, but a solution to that would be to limit the amount of crossbows to be used in the Weapon Slots to just one. Also LucasK's solution to damage balancing in another thread is also not a bad idea. Lastly the Elemental Properties. Why was this removed? Again, I don't understand. There are many blueprints, and equipment such as the Molotovs and elemental grenades that we have at our disposal. Now they useless as all hell. I understand that the Molotovs were broken considering the tactic that was used with them, but there are other ways around fixing it rather than straight up nerfing it to the point of being unused forever. Only elements that can be used are the ones filled with toxic, and explosives. All those blueprints we found around the maps to make our weapons more powerful and dish out fire, electricity, bleeding, etc are now worthless. This was used against the nests, but still the fact elemental damage was removed against just makes the point of blueprints worthless besides against zombies. Also the fact the some of the elemental arrows and bolts have lost their properties doesn't make sense at all. So yeah more opinions of mine that wish to discuss as well. What do you all think as I would like to hear your opinions, and I do enjoy being proven wrong to my opinions. Opens up alot of things.
  12. I was thinking that maybe would could put regular items and/or craftable items (Medkits, electronics, Grenades, etc) in the reward system, but in much larger quantities. Another thing that could be changed is for every weapon to have a chance at being gold and having more variety of weapons as well. I am sick and tired of getting another Battle Axe, Skullmace, or any other goddamn fantasy weapon for the 10,000th time (Happens only PC, I don't know about Console). They were nice at the very beginning, but lose value incredibly fast and only serve to be sold or tossed at enemies. Having every single other weapon to have the possibility to be gold would be a nice incentive and maybe even have them for equipment weapons (UV Light, Hook) and for guns would be also nice as it adds an official value to it instead of getting a scripted one with stupid, infinite ammo or some other BS. I would also like to mention that some weapons are just impossible to obtain anymore since the Legend Rank has been introduced (Dark Machetes, Dark Sickles, etc) plus some other weird and cool looking weapons; it would be nice to see those in the reward pool as well.
  13. So on your list of three things the third one caught my eye mostly. So what exactly tells you, regarding the third choice, everything about all the matches that have been played? The maps/team sizes/skill ratings/ etc. Is every single match that everyone plays across all platforms recorded without our knowing or.....what is it exactly that determines everything that happens in a match from your end? I am genuinely curious about this. Do you guys exactly know what weapons and equipment are used at any given time; how everyone was moving, and know if someone cheats? How exactly do you and your team know all this?
  14. I'm going to start off by saying that this footage is old. Yes it shows how Visceral attacks and such, but there so many things that I'll just point out right now. -Gp-Spit is still a thing in this video. -There were many questionable actions and mistakes that the Survivor has done in this video that I'm pretty damn sure are corrected ever since then. -This is just one scenario compared to the other situations such as fighting a team of four in the Countryside or a team of two in Slums against good players. -Lastly, and I'll say it again, this footage is old. It does not compare to how things are as of today. If you want any of us to record footage by all means I'll do it, and do it in many fighting situations. I would also like to point out that the Survivor also missed alot of shots with the crossbow. He got one kill out of many missed shots. Again the footage is old, but even today, me and a good few of my friends have good aim and miss alot, and when we do land shots we are rewarded with low damage.
  15. See I do not agree with this. You are telling us to aim for this very tiny hit-box that ever so rarely happens unless a Hunter player stands still like a moron, or by sheer luck in order to do the old damage of 1/3. I'm sorry, but that is very unrewarding and absolutely stupid. Aiming with a projectile weapon is hard enough because you have to have to calculate the projectiles speed along with the fact that Hunter moves very, very fast, and unpredictably. Trying to even land a headshot is just near impossible because of this insane speed and how Hunter moves around especially the good ones. Please tell me that I am wrong I would really love to be, but when does anyone actually aim for the Hunter's head anymore? The old damage allowed for so much more because you can either damage the Hunter severely or instantly killed him with a good shot in the noggin. There are times where a Hunter would get close, but even then I landed that shot and it should deal a good amount of damage. Again it is to difficult to to hit because the hit-box is just tiny, and unless a Hunter is standing still its just near impossible. The new damage for a headshot is just insulting even if someone were to land a hit. The current damage with just landing regular shots makes feel like it doesn't matter if I land a hit on him because then a Hunter can just ignore it and go in for whatever he likes. Of course the initial damage to do 1/4 leaves him for a Two-Hander kill, but good Hunters know how to avoid Two Handed weapons, and know when to attack. There is also the fact that some players run two Crossbows at once to to deal even greater damage, and a solution for that would be to limit the number of Crossbows in Weapon Slot to just one. The loss of the bonus elemental damage also sucks since it is what made the different bolts unique. Toxic is back, but having Impact bolts along with Fire, and Electric Arrows would be nice again otherwise what is the point of giving them elemental properties in the first place besides single-player use.
  16. So a friend is unable to make an account here at all. He's tried many things, but the same result keeps happening with an error. Error code 2S129/1. This is his first time ever creating an account here to. Does any one know what the issue is or if there is a way for him to make an account here?
  17. I've been playing in the Countryside a lot of the time and I've noticed a few bugs that I thought someone else would find or would be discovered by the Devs. One bug involves the respawning when a Human or Hunter dies. This appears to be random as I do not know much on how, or when it is done; but I believe it is mostly involved the quest/side-quest the Human player has chosen as it would teleport me near the spot for the quest. Another bug is with the Buggy. There some times when the Nitro function would not properly recharge. An example would be when I respawn with my Buggy the Nitro would be completely gone when it should have at least recharged some or most of it. I do not how this happens or when. Lastly, when I run over Nests with the Buggy in order to deal damage sometimes it would outright kill them instantly. I have no why this happens and it is very broken should this happen as it gives a complete unfair advantage. Just wondering if these could be fixed.
  18. What do you exactly mean by this? I mean in a team scenario with four humans having different elements on their modified gear, wouldn't it make sense for it to all stack when attacking nests or zombies, even if one human was combining elements? Or was there something that completely broke things?
  19. I don't know what to think after this update. No seriously. Was the point of these recent updates to make PVP as barebones and slow as possible? If so then congrats you accomplished just that. The Ground Pound Spit combo and Insant Tackle still work by the way. So literally no success or changes there, but instead we had a big nerf to hunter I cannont understand. (Fixed the charge attack exploit of spinning on the spot while sprinting) By doing this you literally removed Night Hunter's speed and unpredictability which was essential. Vallon literally said everything I would have said and I agree completely, but also that these updates are just nerfing everything hard. Survivors have a utility of equipment items that are now basically useless. You can barely use a majority of Survivors equipment at all. Grenades and throwing stars of all types, Molotovs, and even the shields are completely useless. Survivors have so many items at their disposable and it is very disappointing that many of them are considered downright useless, and the ones that aren't the solution is to nullify them fully. Elemental damage doesn't even exist anymore as Hunters and Nests can take all damage of it and doesn't anything. Even Potions were heavily nerfed. Yes it had a longer duration, but the cooldown is just horrible and that fact that all potions share the cooldown as well. On the Hunter's side, exploits that were the main focus are still here, but much worse is that his speed, manuverability, and unpredictability are heavily nerfed. Just please put everything back before these two updates were made, and just focus on only the exploits.
  20. Also I should mention on the regard of the Instant Tackle and Ground Pound+Spit combo. Despite that it wasn't able to be fixed this update I really do not how it can be fixed. As it stands Night Hunter needs these two moves. Many Hunter players know how infuriating it can be to miss a Ground Pound which almost all the time leads to death for just missing and having to wait for the long, recover animation. Spits are also an issue because if players were to use spits normally, 90% of the time they will miss. It is literally that easy to dodge spits which led to Hunter players forcing to use near unavoidable techniques on Survivors; such as using animations to make Survivors unable to move and, of course, the Ground Pound+Spit combo. Instant Tackle is important because of how easy it is to dodge Tackle in general even with the incredible speed of Tendril Sprint. Missing with Tackle can also lead to death or taking massive damage forcing Hunters to retreat, and even though the reduced damage during animations are a thing, players have managed to time attacks accordingly whether it would be 1v1 or fighting against teams. So as much as I hate to say this, Hunter needs these moves until a truly better solution can be made in account for how these moves operate. Many players wanted more moves/skills so that can be a solution right there seeing as Toxic and Sense Suppressor Spit, and UV Heal were added a long time ago. If you can somehow fix this it would be really surprising.
  21. I'll talk about the positives first: Buffs to Potions are nice, but have problems. The Flares. I don't how I feel about this yet, but its a start for those whoe play 1v1. Ducking to recharge energy faster....Cool. Really cool. The upgrade to toxic spit is really nice. A longer duration and more damage feels right considering it is used in specific situations. The Sense spit still feels useless as Xenon said. People have ears and can just look around. The only thing the spit provides is limiting your FOV considering the spit is still on your screen. (Increased NightHunters knockback impulse from melee attack) - ???? What does this mean? The negatives: WHY WAS THE CROSSBOW EVEN TOUCHED?! Seriously the crossbow and normal bow deal piss poor damage now. It doesn't make a huge difference at all if you even hit them. It took skill to aim a crossbow. You had to aim your shots most the time, and sometimes even predict ahead of your opponents to see where they will go since its a projectile weapon. The extra burst of damage that the Impact gave is what made them really special that made the difference between life or death. With this elemental nerf and the Bow and Crossbows damage nerf its make them feel like nothing over all. The Poison Bolt were special because they could finish off a hunter who had 15 health left or lower. Now it deals only nothing. The poison cloud from the bolt, YOU HAD TO AIM FROM, and now it does nothing. Also the headshot damage. That is a joke. A really, really bad joke. When the headshot thing was first discoverd it required skill and luck in order to aim at their heads. The reward was an instant kill with Impact Bolts or heavy damage. Either way it felt rewarding and required alot to aim at their head. Now you expect us to aim at this very tiny hitbox for damage that shouldn't have been messed with in the first place. Who was this catering to? Seriously, who was thing catering to? To the Hunters that decided to stand still and take arrow shots like idiots? The bows should have never been touched they were fine as it was. It's already bad enough that guns themselves deal very poor damage. Also the Elemental nerf. It makes both Modified Weapons and the Elemental damage from Bows worthless. When you modifiy a weapon it was to deal extra damage with set bonuses that give Damage Over Time. Now blueprints, the thing which people ran around the maps to find for those effects, are now obsolete. Bleed, Fire, Electricity, Poison, even Ice now deal next to nothing damage. If this was because cheaters using "modded" weapons with effects that don't exist that still shouldn't have been an excuse to remove elemental damage all together. Instead you guys should have focused on the source of the problems, and if this wasn't because of cheaters than this was an utterly a dumb idea. Molotovs. I understand that they were a problem, but to outright make them useless and unusable. WHY? They deal no damage now and the cooldown for them is too ridiculous. Cloak Potions also suffer from this as while the buff is nice, the cooldown is too harsh. For the Night Hunter Booster I can somewhat understand, but this is still too harsh. Lastly if charged melee attacks were that much of a problem all you had to do was remove repairing during invasions rather than reduced the damage. It makes sense as someone from another post even mention that weapons don't lose durability.
  22. From a 1v1 perspective, I don't know how bad it is with more players. Ok seriously this is broken and unfair. I literally lose matches because all a hunter has to do is either 1: UV shield and spitsmash the daylights out of me or 2: Tendril sprint at 200mph and tackle/fail-safe tackle with unpredictable speed. The extra charges for flares and grapple don't even help much. Plus the extra Ground Pound range is utterly broken. What a tie-breaker just make hunter op for another landslide win. I can understand if this is for fun, but it isnt fun knowing that i die because I can't do do anything about it.
  23. 1: Yes you are correct as all you need to do is just get all the packages in the Quarantine and leave. Quarantines can be repeated over and over indefinitely so you can literally farm for Legend points for quite a while. No you have to quit the game, just leave the building after you got all the packages and re-enter, and you don't have to turn them into the Quartermaster until you feel like it. 2: Like I said above Quarantines can repeated indefinitely just leave when you finish and go back in. 3:There some challenges, such as the parkour ones that can be repeated over and over, while some are just completed a few times from NPCs. Though this is not a good way to farm points in my opinion. 4:Its not cheating its just tedious farming for EXP. 5:Once more Quarantines are indefinite so leave when finished and go back in on any Quarantine. I don't know if you are on console or PC as Quarantines don't just disappear so I don't know if there some differences in other versions of the game. Hoped this answered your questions.
  24. So apparently a friend of mine in this video he recorded encountered Bad Karma and crashed his game after beating his chupacabra fairly while Karma was using cheats. There are cheat softwares that allow the user to crash other people's game resulting in a mess of trying to sift through the game files to even try to play the game again and having to backup save files for future events like this. http://www.youtube.com/watch?v=8JhxZcrtXiE He a Russian player, but basically what he is trying to say is that to avoid Bad Karma at all times. Do not play with him and do not allow him to join you for even a second. He will always cheat and never play fair. If anything guys please report this guy as there are still people in this game who enjoy it very much and when seeing chupacabra players like him it kills everything. http://steamcommunity.com/profiles/76561198167906710 ^ Report this chupacabra seriously and his steam group.
  25. So apparently the hunter using Tendril Sprint to make himself more faster than a human using speed/NH Booster is retarded? Please tell how to counter this ridiculous speed I would really like to know. Again duping its just a lazy way to get items. Unless someone is cheating to make these items broken and OP then its a problem. I don't see players bypassing the Cooldown system for flares and boosters as humans are bound by those rules The animations while you are right they are easy to avoid and can lead to death at times experienced hunters spam the jump button to avoid getting hit completely whether it be from a failed pounce or tackle. Experienced hunters also know how to avoid DFAs and don't get killed by them alot. Just focus the human that is really high up and some hunters even use tackle to completely counter DFAs. I played this game alot dude because I love it and I have seen so much from many PvP fights. If you still think I'm an idiot then watch this guy and his streams or you anybody can add me on steam and fight the hunters I face. http://steamcommunity.com/profiles/76561197963028613/ <---- Visceral He doesn't stream as much before, but he still plays whenever and when I watch him play hunter he can beat Four-man teams that are good kinda easily and before you say "He's one person" many people started to learn the things he does by themselves or by watching him.